function partObj() {
	this.x;
	this.y;
	this.alpha = 1;
	this.r = 36;
	this.speed;
}

partObj.prototype.begin = function() {
	var r = 550; //world.r //可使初始点位于任意位置
	var ss = Math.random() * Math.PI * 0.8 + 1.1 * Math.PI; //进入的角度
	var vv = Math.random() + 0.5; //速度增加多少
	var vs = ss + Math.PI; // - (2 * Math.random() - 1) * 0.3 * Math.PI;
	this.x = r * Math.cos(ss) + world.x;
	this.y = r * Math.sin(ss) + world.y; //取圆上随意一点为起始点
	this.vx = vv * Math.cos(vs);
	this.vy = vv * Math.sin(vs);

	var beta = Math.atan2(this.vy, this.vx) + Math.PI * 1.5;
	this.angle = beta;

	this.count = 0; //旋转时刻表
	this.unit = Math.floor(Math.random() * 100 + 100); //旋转周期
	this.aimX;
	this.aimY; //recruit之后的目标点
	this.recruit = 0; //0 for unrecruit 1 for recruit 2 for dead
	this.diva = 0; //控制颜色变化
}

partObj.prototype.grpFalse = function() { //没被逮住
	this.count++; //旋转时刻表
	if (this.count > this.unit) { //控制何时旋转
		var ss = Math.random() * 2 * Math.PI;
		var vv = Math.random() + 0.5;
		var vs = ss + Math.PI - (2 * Math.random() - 1) * 0.3 * Math.PI;
		this.vy = vv * Math.sin(vs) * time;
		this.vx = vv * Math.cos(vs) * time;
		this.unit = Math.floor(Math.random() * 100 + 100); //旋转周期
		this.count = 0;
	}

	this.x += this.vx;
	this.y += this.vy;

	var beta = Math.atan2(this.vy, this.vx) + Math.PI * 1.5;
	this.angle = lerpAngle(beta, this.angle, 0.6); //调整角度
	var spls = 30;
	var wth = spls + can.width;
	var ht = spls + can.height;
	if (inOboundary(this.x, this.y, -spls, wth, -spls, ht)) {

		ctx.save();
		ctx.translate(this.x, this.y);
		ctx.rotate(this.angle);

		whiteFish();

		ctx.restore();
	}

	if (!inOboundary(this.x, this.y, -100, can.width + 100, -100, can.height + 100)) {
		this.begin();
	}
}

partObj.prototype.grpTrue = function() { //被逮住
	var c = calLength(this.x, this.y, this.aimX, this.aimY);
	if (c > 1600) {
		this.x += cha.vx;
		this.y += cha.vy;
	} else {
		this.x += (this.aimX - this.x) * time / 20;
		this.y += (this.aimY - this.y) * time / 20;
	}

	var beta = Math.atan2(this.aimY - this.y, this.aimX - this.x) + Math.PI * 1.5;
	this.angle = lerpAngle(beta, this.angle, 0.6); //调整角度
	
	ctx.save();
	ctx.translate(this.x, this.y);
	ctx.rotate(this.angle);

	fishHeartBump(cha.alpha);

	ctx.restore();

}